Re: [GD-Consoles] Comparison PC / PS2 / GameCube ?
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From: R & D \(GameBrains\) <res...@ga...> - 2001-10-23 23:53:44
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I agree completely with the previous posters but I will start a minor = rant too... One of the things that annoys me is when I hire new programmers who have = a lot of attitude based upon PC work, own a PS2 and think all the games = are crap, and think they will be the ones to show everybody how its = really done. While I appreciate the enthusiasm and confidence, the = issue is one of perspective. If you approach PS2, GameCube or any = console as just that (a home appliance not a computer system) then that = *way of thinking* will solve most of the other problems. You start to = see that as an appliance: every machine in the world is the same and can = be exploited for that, that the machine won't do anything you don't tell = it to do explicitly since there is no OS and that every single byte of = memory, data and code has got to live somehwere and if your Excel = spreadsheet can't find a place for it in memory the compiler can't = either : ) Ah, I feel much better... Cheers, Brett Bibby GameBrains ----- Original Message -----=20 From: "Stefan Boberg" <Ste...@te...> To: <gam...@li...> Sent: Wednesday, October 24, 2001 5:05 AM Subject: RE: [GD-Consoles] Comparison PC / PS2 / GameCube ? > > Is it possible, to help the game design of a game before having the > kits > > and engine ready on PS2 and GameCube, to compare the PS2 and the > GameCube > > with a PC ? >=20 > On the projects I have worked on, the most significant difference > between the consoles and the PC is the penalty for missing the = D-cache. > Most PC's have large primary and secondary caches, and don't compete = for > access to memory bandwidth with any other devices (apart from AGP = memory > of course). So if the programmers on your team have not been careful > when laying out and accessing their data structures, you might see > considerable performance degradation simply due to cache misses (the > penalty is *significant*). The NGC is less sensitive than the PS2, = which > is very sensitive. >=20 > On the graphics side, most of the new consoles and PC cards have = gobs > of fillrate, but getting geometry efficiently to the rasterizer is = quite > involved on some of the consoles (*cough*). IMHO, more involved than = it > really ought to be. So depending on your time constraints, some form = of > middleware might be sensible on some platforms, whereas on others I > don't really think it buys you a lot because they already provide > reasonably rich and flexible APIs. >=20 > The other big consideration which others have already mentioned is > memory usage. The constraints are HARD on consoles, not soft like on = the > PC. If you ask most PC programmers how much memory they are using, = they > most likely give you a blank stare... ask a console programmer the = same > question, and you are likely to get a very different answer. You need = to > make sure you manage memory very carefully. Static buffers are = actually > your friend... dynamic allocation is nice but in the end your heap is > going to get fragmented if you keep allocating bits all over the = place. > But unlike the PC, the OS won't be nice to you and move pages around = in > virtual memory space or page it out for you... your game will simply > crash. There are many different memory allocation strategies, but the > simple ones tend to work best, so if you can, design your game engine > with this in mind. >=20 > Also... keep your data as "monolithic" as you can... CD/DVD access = is > SLOW and you really don't want to be loading small files here and > there... just preprocess your data so that is as close to the in-core > representation as possible - perhaps even a straight memory dump of = the > static data structures!!! Pre-build as much as you can... display = lists, > render state blocks, etc etc. Because building stuff in real-time is > very costly. >=20 > Just my 2 pence... there's lots more to be said about it but now I > have to go back to sort out some of the abovementioned issues on a PS2 > game initially developed on the PC... it's fun, fun, fun! :) >=20 > Cheers, > Stef > -- > Stefan Boberg - R&D Manager, Team17 Software Ltd. > bo...@te... >=20 >=20 >=20 > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles >=20 |